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Malbers Animals-Creatures

Discussion in 'Assets and Asset Store' started by Malbers, Nov 12, 2016.

  1. Malbers

    Malbers

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    Sadly no, Opsive UCC Weapon system is not compatible with the Combat while riding.

    Yes the MInput only reads Inputs from the Manager set as buttons... try using on this options for Joystich buttons:
    A specific button on any joystick joystick button 0, joystick button 1, joystick button 2…
    https://docs.unity3d.com/Manual/class-InputManager.html
    Or you can try Rewired or the New Input System, they both work with AC and HAP
     
  2. Malbers

    Malbers

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    No, no Stair Layer, Stair Tag, keep the Default layer for the ground
     
    tahir_ali likes this.
  3. tahir_ali

    tahir_ali

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    Thanks now its working. Only Tag Need to be Stair.
     
    Malbers likes this.
  4. Lichter

    Lichter

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    @Malbers I'm still having great difficulty resolving the numerous file conflicts between your products. For example, you say that customers do not need Animal Controller if they already own Horse Animset Pro. However, several files in Horse Animset Pro do not match the contents of the standalone Animal Controller product:
    • Animal Controller/1 - Demos/0 - Forest.unity
    • Animal Controller/1 - Demos/3 - AI Sample.unity
    • Animal Controller/1 - Demos/4 - Point Click.unity
    • Common/Scripts/Animal Controller/MAnimalAIControl.cs
    • Common/Scripts/Damage/MDamager.cs
    • Common/Scripts/Interfaces/IInteractable.cs
    • Common/Scripts/Utilities/MInteractor.cs
    Also, the directory structure is a bit different between the two products. For example, several demo scenes are either in
    • Common/Assets/Base Scenes/
    • Common/Assets/Point Click/Base Scenes/
    It would be really nice if all your products were consistent wherever they overlapped. Then it wouldn't fall to the customer to have to sort out the differences. More importantly, the customer is not in a good position to know which version of a file is the "right" one. For example, will your dragons behave differently if I use the animal controller from Horse Animset Pro vs. the standalone Animal Controller?

    On a related note, do you plan to support your products using the new Unity Package Manager? This would make it easy to control dependencies between products. I.e. you could put the common dragon assets in one package, then each individual dragon product could be in its own package that references the common dragon assets package as a dependency. This would make it so much easier to use many of your products at the same time in the same project.
     
  5. banksysan_unity

    banksysan_unity

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    I've followed the second tutorial but my wolf won't move backwards.
    The state changes correctly but there's no movements.



    Any suggestions on what I've missed?
     
  6. banksysan_unity

    banksysan_unity

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    Seems that the layer being in correct causes it. The wolf had ground se to a
    Ground
    layer, but the ground was still on the
    Default
    layer.
     
  7. NatsumeKita

    NatsumeKita

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    This may have been asked, but it is hard to find details on it. I am attempting to use the rider system in my game. Basically, all of my code calls animations to play directly from a unit that is selected. (Tactical turn based like fire emblem, battle ogre style.) I could rename states as I need, but the issue is having a rider and horse both needing to animate. Is there a simple way to copy the animator state of one object and use the same states with another? They will be on a common base animator controller so the names will be the same just overridden for the correct animations. Maybe I have to check the animation state or something then change accordingly in c#? Was really hoping to use this controller to do it though. Apologies if anything is unclear, I can try to elaborate if need be.
     
  8. Malbers

    Malbers

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    Thanks so much for reporting this.. yes I have made a small update for AC ... which means has the latest updated scripts for both AC and HAP.
    I'm a bit short of internet these days since I'm travelling and I only have a very unstable mobile data.
    But this monday I'll be at home and I'll synchronize all the assets :)..

    This was a accidental drag on my side.. thanks so much for reporting this!
    I'm updating this week all the assets including the dragon so they are up to date with the new changes I have made on AC.
    I have to investigate a bit more about setting a custom package to the Package Manager
     
  9. Malbers

    Malbers

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    For the Rider Animator and Horse Animator I did exactly that. but it was done manually.
    I had to create a Mounted Layer for the Rider that has the same animation states and transitions settings as the Horse base layer, with some extra Animations for mounting and dismounting
    upload_2021-2-6_22-16-3.png
    upload_2021-2-6_22-16-35.png
    I know that On the Same Animator two layers can be synchronized, but with different animator the Synchronization needs to be done by code.
     
  10. Harald_Heide

    Harald_Heide

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    Would love the see more tutorials on AI like this. Got a prob though. when Rabbit has hidden in hole and 10-15 seconds wait is over rabbit just pops up but sits there (still animated not frozen) instead of starting patrol. Looks like im over in Idle status for some reason?? Debug thext show patrol state. Using unity 2020.2.3f1 3D. Not so easy to get the hang on doing something completely by myself here but hopently will get the hang of it sooner or later. Not many systems for autonomous wildlife lying around...
     
    Malbers likes this.
  11. JBacal

    JBacal

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    The Hurt UI is flashing whenever the Health stat changes which means it also flashes when the health stat regenerates. How can I set the Hurt UI to only flash when animal is hurt or loses health (not when it regains health)?

    Thanks, Jay
     
    Malbers likes this.
  12. ProceduralCatMaker

    ProceduralCatMaker

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    I am also facing some issues like you describe with sync of waypoint navigation and Zone Actions. Digging in code just now, believe something wrong with Agent Resuming after a mode Action is over. This also seems to happen both with Auto and with zone activated by event triggered by Waypoint in same zone calling ZoneActivateZone.
    I do not remember facing this issue before 1.2.3 with new Input System, so I will also check this.
    Later today I should be able either to understand if I an doing something wrong or document the issue so that Malbers can reprofuce it and fix if needed.
    Follow-up; tested on base wolfLite examples in 1.2.2 and 1.2.3. AI Sample works in 1.2.2 and gets stuck after the first action in 1.2.3, No New Input System integration added.
    I will do a diff of code to check changes so that Malbers can fix.

    Further Update:
    WOW!!! Malberts has done several changes in the AIControl code involved, introducing support for Interactables and now controls the Ai Target via a new IsTargetInteractable property.
    He has also added, among other things. an IAnimatorListener, plus a new PointStoppingDistance property.
    Not an easy piece of cake understanding the new control flow, so I guess a few more hours of cross debugging.
    I am always thankful to Malbers for his dedication on the evolution of the underlying architecture and I was digging in his code to see how to implement exactly the functionality he is working on.
    Can't blame him for not having the time to document all this and double check his examples.
    Maybe someday (or somenight) I will put together all my notes and make a sort of developer's guide for those who are seriously building on his nice platform. The problem is that it is a moving target... But that is the nice part of it.
     
    Last edited: Feb 9, 2021
    Malbers likes this.
  13. HaraldHeide

    HaraldHeide

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    Yepp, I get stuck in Idle state in an animation looks like the Brain fails to reset State to 1 which should trigger Locomotion after hiding in Rabbit hole even though new Patrol State is started.
     
    Malbers likes this.
  14. ProceduralCatMaker

    ProceduralCatMaker

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    FIXED: apparently the issue is connected to the ResumeAgent() Method in MAnimalAIControl where an
    if (!Agent.isOnNavMesh) return; does not allow the Agent to be enabled and its destination set in the subsequent lines of code. The Agent doeas not happear to be on the NavMesh, a traditional error usually connecyed with NavMesh not being baked correctly. Not what us happening here.
    This instead has to do with the Agent itself being disabled in the OnModeStart method and not being re-enabled on the OnModeEnd method that are called when in a Zone we activate a Mode.
    A proposed simple fix that works (but I ask Malbers to agree on this solution) is simply to add a
    Agent.enabled = true; at the beginning of OnModeEnd, so that when it calls ResumeAgent() this will see Agent.isOnNavMesh true.
    In my aplication I also have found some strange behaviour in ResumeAgent() of Agent.isStopped but not investigated if my fault as I do some weird things in Zones/Waypoints.
    For now setting Agent.isStopped=true in ResumeAgent() has solved.

    Hope to be useful for now until official explanation or fix implemented.
    A few hours digging in this part of the code, many interesting things seen.
    Not at all a wait of time! Learning the hard way!
     
    Last edited: Feb 9, 2021
    Malbers likes this.
  15. Malbers

    Malbers

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    HEY Guys I'm back home from my trip!



    Thanks so much for reporting this!
    I made some changes on some methods and the reference was missing:
    Unity_kcM1lzCN4L.png
    Here's the fix:
     

    Attached Files:

    Last edited: Feb 9, 2021
  16. Malbers

    Malbers

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    Interesting.... it should finish the Hole Animations and it should go to the last target it had.. Does it have a target assigned when the rabbit exit the hole?
     
  17. Malbers

    Malbers

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    THanks so much for your support.

    I'm re-creating the Rabbits hide in hole scene to see if anything was broken/changed on the last major update :) I'll let you know guys when it's ready :)

    Edit: Oh I see :) the Agent Enable was missing on the Mode End :) thanks for that...
    I'm preparing the Hot Fix for this week
    Cheers!
     
    Last edited: Feb 9, 2021
  18. JBacal

    JBacal

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    I would love to know your recommendation for the best method for an Opsive controller character to damage a Malbers Controller animal. And vice versa, for the Malbers animal to damage an Opsive controller player. Thanks, Jay
     
    Malbers likes this.
  19. ProceduralCatMaker

    ProceduralCatMaker

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    Thanks, a small fix that forced me to go deeper in your AI flow. What I see is interesting, expetially the introduction of Interactables and Point Stopping Distance. Can you write just a fel lines on what you have in mind? I was working on extending the concept of Zone to handle things such as an animal hitting a button and make something happen via events, and Interactables are the proper way to handle this sort of things. Also Pick.Up is another way. A small roadmap would be nice.
    Thanks as usual. Hope the Wolf is in good health.
     
    Last edited: Feb 10, 2021
    HaraldHeide likes this.
  20. HaraldHeide

    HaraldHeide

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    Thx Great to see this quick response... :)
    Helps a slighly confused newbie to this system, developer a long...;):)
     
    Malbers likes this.
  21. Swyfft

    Swyfft

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    Hey Mr. @Malbers ..

    been a while.. see you've been busy :)

    have been working on a lot of things after my initial Dragons prototyping .. getting some other elements of the project set up and tested..
    .. one of which is running with MM2 (MapMagic 2).
    made some terrain scenes, and made a build to 'explore' the procedural world a bit .. and instead of a fly cam .. decided to put HAP in with rider and horse.
    (this is when I noticed lots of new stuff you did)

    ANYway .. had managed to figure things out .. got the rider in the scene .. put the horse in the scene .. put the CM stuff in.. press play .. rider walks and Movement - Camera Input (steering) works as expected ..

    i think great .. let's make a quick build to send to my friend to test ..
    .. build .. run app .. rider walks and camera steering works as expected ..
    .. but when I mount the horse, the camera steering doesn't work.
    camera moves around with mouse, but horse goes in one direction. (w)
    press a or d .. horse goes on an angle.

    any idea why the steering works in editor / play mode for both rider and horse, but not for horse in build?

    note:
    latest HAP, Unity 2020.1.17
    Rider AC Riding Only
    Horse Realistic
     
    Last edited: Feb 12, 2021
  22. NatsumeKita

    NatsumeKita

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    I think that I understood.....
    What I tried to do was create a new controller. I made a new rider and mount controller. The rider is an overrider of the mount, and when the mount changes states to a new animation the rider follows. However, now I can not change the foot and knee ik mount positions. The mount point itself changes correctly, but not the legs. Any ideas?

    **A note, when I use animations in my own controller, it seems that the gunshot and bow animations work, and the feet are at least at the sides. When I use a sword or spear animation, the top moves but the bottom squats in the center.
     
    Last edited: Feb 12, 2021
    Malbers likes this.
  23. tieum67

    tieum67

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    Hello ! I'm trying to make a raven fly from the idle grounded position, by code. Here's my code :

    birdAnimator.SetBool("Grounded",false);
    birdAnimator.SetInteger("State",6);
    birdAnimator.SetFloat("Horizontal",0);
    birdAnimator.SetFloat("Vertical",1);

    I'm changing horizontal and vertical value get the fly forward motion (as seen in the blend tree). But it doesn't work.
    The bird is flying horizontally for 1 sec, and then stands up vertically. Like it s flying, but standing up.
    Checking in playmode the vertical value shows that it comes back to 0 .

    How could i solve that ?
    Or is there another way to make the bird exit the idle state and fly away ?
    (ideally it would be perching idle rather than normal idle). Thanks ! upload_2021-2-12_17-32-14.png
     
  24. Malbers

    Malbers

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    I have added that request to my to do list :)
    The way of hurting the animals is using the Attack Trigger component, In case you want to know.. if the animal enters a trigger with that component attached to it, it will get hurt
     
  25. Malbers

    Malbers

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    Thanks :)
    Yes! I'm preparing new tutorials with the new Interactor and Interactable components and how to use it, with both Player Controller and AI Controlled animals :)
    I'm just finishing the next Update for this monday with a lot of new goodies and hotfixes
    Some of the new features been the new Wander Area... which it was a very highly requested feature:


    The wolf is almost ready too :) ... I'm multitasking heavily this week

    EDIT:
    I have to go now, but I'll be back in a few hours to answer the remaining post
    Stay safe!
     
    Last edited: Feb 12, 2021
  26. Lichter

    Lichter

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    @Malbers Thanks. Is there an ETA when the new releases will be available? Not sure what you're using to detect file conflicts, but I can recommend WinMerge - you can compare entire directory trees. Or git, if you happen to be using that.
     
    Malbers likes this.
  27. JBacal

    JBacal

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    @Malbers I'm struggling with 2 issues.

    First, the Hurt UI flashes when my player first mounts his horse. What might be causing this?

    Second, the Health and Stamina UI bars deactivate after the player dismounts, then only activate when the player remounts the horse. Is there a way to keep the Health and Stamina bars activated after dismounting?

    Thanks for your time and help, Jay
     
  28. JBacal

    JBacal

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    Which of your videos discusses the combo manager? Thanks.
     
  29. JBacal

    JBacal

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    Sorry for all the questions, but could you explain the best way to set the IK offsets for the bow weapon. I am using a Synty humanoid rig and all my attempts to adjust the Bow Offset LHanded preset are only making things worse. What is the best methodology?
     
  30. ProceduralCatMaker

    ProceduralCatMaker

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    Amazing Malbers, I don't know how you can deal with all these evolutions at once!! And in the meanwhile model and animate!!
    Very passionate...Just don't burn out, please!!!
     
    Malbers likes this.
  31. Metirof

    Metirof

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    Hello @Malbers , Hope you are doing good

    I'm facing a problem with AI, with high speed the AI exceeds the target. (check video below)

    I couldn't tell what causes the "inertia effect" to happened, changing parameters on agent component doesnt seems to affect the behavior.
    For this AI im using in place animation with vertical speed > 0

    My question is how can i make the AI stop exactly on target regardless his speed ?
     
    Malbers likes this.
  32. Malbers

    Malbers

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    Hey guys I'm back on business after I finish this Update that comes with a lot of new features

    New Update is live!
    1.2.4(AC) - 15 Feb 4.2.4(HAP) 2021

    • Added: OnFocused, Delay and CoolDown parameters Interactable component.
    • Added: OnFocused, parameter Interactor component.
    • Fixed: If the animal was falling while using AI and it landed, it executed the Arrive code, without arriving to the final destination
    • Fixed: When using NavMesh Components new system(GitHub) and Null Reference was thrown when the new NavMeshLink.
    • Improved: MDamageable Reaction Logic.
    • Removed: Remain State parameter on the Brain Component.
    • Added: ResetInputSource to the Animal Controller.
    • Added: Empty string check on the Scene Editor Manager Script.
    • Fixed: Hurt UI Prefab was missing an Event connection with the Float Comparer
    • Fixed: Ai Control Resume Agent needed to Enable the Agent first, when finish a mode
    • Modified: Underwater Try activate uses MovementAxis <Smoothed> instead of <Raw>
    • Added: ModeAngle to PlayModeTask;
    • Added: MAnimalAIControl.NullTarget()
    • Added: Fly State LandOn Layer Mask (To also land on water)
    • Fixed: AlwaysForward was disconnected.
    • Fixed: Pressing Backwards input + <CameraInput = false> causes a null reference exception
    • Improved: Jump Basic Logic
    • Removed: Pickable component -> Drop, Pick Animal Reactions; to avoid dependencies with the Animal Controller, now they can be used on the Unity Events
    • Improved: Transform Animation Tweener .
    • Fixed: Sprint was Degenerated while the animal was not Moving
    • Added: Custom Inspector to Waypoints
    • Modified: New Beta version of the Unity Input System Integration <Check Guide>
    • FOLDERS REORGANIZED .
    • All Scripts Components have [AddComponent ] properly organized
    HAP

    • Fixed: OnStartMounted on the Rider the Mount Trigger was not assigned.
    • Improved: Some tweaks to the Walk, Canter, Trot, Gallop and Sprint animations back legs
    • Added: MWeapons RightHanded is now a scriptable bool (Requested by HeyBishop! ;) )
     
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  33. Malbers

    Malbers

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  34. Malbers

    Malbers

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    Try using instead Camera Input to true on the Animal Component on the horse
     
  35. Malbers

    Malbers

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    What I do for the Legs is to apply the old IK Unity System Using OnAnimatorMove. The Horse Mount component has all the references for the Feet and knee IK goals.. I think if you have other script that is using OnAnimatorMove and using IK methods too, it can interfiere with each other.

    That is solved on the last Update... wich is live...
    It has something to do with this post

    As for the second... that is done Here:
    upload_2021-2-15_10-59-49.png
    If the Horse is mounted it will send the Event to Activate the Stats UI.

    Maybe this can help:
     
  36. Malbers

    Malbers

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    Oh that's Really great that you caught that little issue..

    One of the fastest way to solve that is to increase the value of the Speed Lerp Position
    upload_2021-2-15_11-6-49.png
    that one... higher values less inertia.
     
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  37. Malbers

    Malbers

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    Yes!
    On the Fly state you can use the Always forward Option:
    upload_2021-2-15_11-9-13.png
    Which basically enables this option only while flying:
    upload_2021-2-15_11-10-3.png
     
  38. ProceduralCatMaker

    ProceduralCatMaker

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  39. ProceduralCatMaker

    ProceduralCatMaker

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    Great Malbers,
    I get immediatly at work on the new stuff!!!
    Thanks again.
     
    Malbers likes this.
  40. JBacal

    JBacal

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    @Malbers Thank you for your helpful answers! Much appreciated.

    But I'm still having an issue with the bow. When I aim the bow the main camera switches to the CM FreeLook Strafe Camera, but I want it to switch to the CM FreeLook Aim Right camera. How do I do I make it switch to the Aim Right camera when I aim the bow?

    Also how do I change to aim right camera when using bow while mounted on horse?

    Thanks again, Jay
     
    Last edited: Feb 16, 2021
  41. JohnnyFactor

    JohnnyFactor

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    I've noticed on the bear roar action, LookAt is disabled. Is there a technical reason for this? I would like to have the bear roar at passersby, like a guard dog.
     
  42. tieum67

    tieum67

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    thanks for the tip ! but i'm afraid it s not working. In the code, i just have state =6, to make the bird fly. And i checked the 2 boxes "always forward". But the bird is still moving from vertical to horizontal to vertical...while flying
    upload_2021-2-16_10-19-56.png upload_2021-2-16_10-19-56.png
     
  43. tieum67

    tieum67

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    Another question about coding. Let's say i want to make the raven caw and then go back to idle. So i use this :
    anim.SetInteger("Mode",4020);
    But it looks like the raven is in a loop. It begins to caw and repeat this beginning, like it's not exiting this mode. What should i had to force the bird to stop the loop ? I did'nt modify the animator structure yet.
     
  44. Malbers

    Malbers

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    Just to have the full head moving while roaring ;) Nothing fancy there. you can disable the LookAtMessage.
    Can you make a screen recording of the issue, to understanding better?

    The Camera switches are made by changing the priority on the Cinemachine Camera States.

    In case of the AIM Right/Aim Left are activated here:
    upload_2021-2-16_20-55-8.png
    That On Aim Side Event is invoked when the camera is on the Right (1) or Left(-1) side of the character..
    and Also invokes (0) when the Character is not aiming

    And those are listened by both CM cameras: Left and Right

    upload_2021-2-16_20-58-9.png

    Which compares those values and Increases or lower the priority of that Cinemachine Camera...

    Now

    Strafe has also an Event listened by the CM Strafe Camera
    That event is used here:
    upload_2021-2-16_21-1-30.png
    upload_2021-2-16_21-2-44.png

    Listened by this camera
    upload_2021-2-16_21-5-21.png


    So what you can do is to Hide completely the Strafe CM camera or change the Priorities on the Event Listeners so the CM camera you need has the High Priority
     
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  45. Malbers

    Malbers

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    You should not use the Animator directly to activate a mode.. you should use the Animal Controller methods:

    animal.Mode_Activate(4,20); //Being 4 the Action mode and 20 the Caw Ability

    There an internal code needed to to prepare the mode.

    To stop a Mode use animal.Mode_Interrupt()
     
  46. JBacal

    JBacal

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    @Malbers One final issue with the aim camera. If both the aim and strafe cameras are enabled, when the player is on the ground (not on the horse) and you aim the bow then the camera switches to the aim camera (as it should), but releasing the aim button does NOT switch the camera back to the main camera. The strafe camera seems to interfere with the proper functioning of the aim camera while the player is on the ground.

    Thanks, Jay
     
    Last edited: Feb 17, 2021
  47. Swyfft

    Swyfft

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    HI .. Thanks .. but that's what I had done earlier.
    had Camera Input checked on the Rider, and on the Horse.
    It worked as expected in Play mode in editor.. the rider walked and turned using mouse / camera left and right, mount horse and worked turning left and right with mouse camera ..
    .. but when I built the game, the rider walked and turned right and left with mouse / camera ok, but when the rider mounted the horse, it didn't work.

    i started a new project, imported all the assets again, made a new scene, and set things up again with rider and horse camera input .. and it worked as expected.

    so now i'm curious to know what could cause that to work in editor play mode, but not work in a build.

    I'm good for now though .. so no stress.. just curious ..
     
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  48. Swyfft

    Swyfft

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    and wanted to say that I'm looking forward to exploring all of the new features you've been busy adding to everything :)

    Thank you for your time and energy and creativity :)
     
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  49. Harald_Heide

    Harald_Heide

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    Posts:
    76
    Had an issue, only hours later it had a fix which is already published. No hassle updating from Asset Store and afterwards it just worked. After struggling and playing with different behavior trees and Goap teories and models. I'm now quite convinced that this is the package to go for. Even importing GIM animals seems to work well enough also regarding animations. Looking forward to play some more with AI Brain and give my rabbit some realistic feeding behaviours. Thank you Malbers for an excelent product and outstanding follow up and service :)
     
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  50. Harald_Heide

    Harald_Heide

    Joined:
    Jul 22, 2015
    Posts:
    76
    Just a small nice to have suggestion Ai .timeofdaysystem. My rabbit does not know on its own when its bedtime. But prioritize like you feel. You seems to be on the right pat. A forest environment filled with completely autonomous animals is a great goal.
     
    ProceduralCatMaker likes this.